﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


using Tesla.Graphics;
using XFG = Microsoft.Xna.Framework.Graphics;

namespace Tesla.Xna.Graphics {
    /// <summary>
    /// Concrete XNA 4.0 implementation of <see cref="IEffectPass"/>.
    /// </summary>
    public sealed class XNAEffectPass : IEffectPass {
        private XFG.EffectPass _pass;
        private XNAEffectAnnotationCollection _annotations;

        /// <summary>
        /// Gets the name of the pass.
        /// </summary>
        public string Name {
            get {
                return _pass.Name;
            }
        }

        /// <summary>
        /// Gets the collection of annotations that decorates the pass.
        /// </summary>
        public IEffectAnnotationCollection Annotations {
            get {
                return _annotations;
            }
        }

        /// <summary>
        /// Applies the pass to the device. This sets up the rendering state before
        /// geometry rendering commences.
        /// </summary>
        public void Apply() {
            _pass.Apply();
        }

        /// <summary>
        /// Creates a new instance of <see cref="XNAEffectPass"/>.
        /// </summary>
        /// <param name="pass">The underlying XNA pass.</param>
        internal XNAEffectPass(XFG.EffectPass pass) {
            _pass = pass;
            _annotations = new XNAEffectAnnotationCollection(pass.Annotations);
        }
    }
}
